unfortunately it can't be done horizontally (on MD)... unless you do it in software.
unfortunately it can't be done horizontally (on MD)... unless you do it in software.
Yeah, the demo CCovell did is just a horizontal raster effect (hysnc). The Shinobi 3 boss uses column scrolling on the Genesis, along with horizontal wave/shifting. Vertical column scrolling is a hardware feature on the Genesis and the snes (though double the res on the snes). Some Genesis games used it to 'tilt' the screen. Gunstar Heroes part when you're on the plane, Contra with the 'dancing' mini boss in the first level, etc. The PCE lacks this hardware feature (Cotten does it in software for the first level boss).
Collision is handled by software, so it depends on how the developer handles it in regards to special effects. All the games I've noticed don't alter the collision detection system to match the hsync effects.
Yeah, I never noticed before, but I guess that the parts in those wavy demos that stretch vertically are doing so in horizontal strips. :p
I just checked out that boss in Cotton. Thats a good use of the effect. I'm guessing that the trees were sprites so that they wouldn't wiggle with the rest of the bg.
Off-topic, but anyone else but me having trouble creating a thread in this board??? I've been trying to create a thread of cartridge loading times since last night, only to get an HTTP 400 error.
Which of the bosses is it? http://shmups.classicgaming.gamespy....ier/world1.htm
Hm yeah, I never thought much about that one. I think the stretching alien plant later in the game is more impressive. And that guy with a rotating sword. And the multi-jointed gigantic horse... Ah, there are endless impressive bosses in Alien Soldier :D.
In my oppinion the two most impressive 16-bit games are Alien Soldier for the Sega Genesis, and Space Megaforce for the Super Nintendo. Most people say Donkey Kong Country is impressive, but I just can't figure out what is so impressive about it. It's not like it's any harder to program more detailed sprites than it is to program less detailed sprites.
I'm guessing that by "vertical H-sync line displacement" you're talking about the effect from Axelay? If so, it was used for the airship sequences in FFIV for Wonderswan. I don't remember if it used line scrolling when flying horizntally, but if the SNES version's effect can't be done as-is on Genesis & PC Engine, h-syncing makes a great substitute.
Most people who play(ed) 16-bit games aren't studying the visuals to try to decipher how challenging it might have been to program in real-time effects, they're reacting naturally to the actual visuals.
Real-time special effects were often used as a substitute for animation or pre-rendered effects. Sometimes real-time works better sometimes it doesn't. In general, most people seem to be more concerned/impressed by the actual graphics/art/visuals than any kind of (perceivable or not) technical feat.
At the time Donkey Kong Country came out, cgi was all the rage(just as cgi features are today) and pre-rendered visuals combined with spurts of animation was all it took to wow people. It continued through the 32-bit generation with pre-rendered cgi in many 2D games. In cases like this, DKC really was ahead of its time. But that doesn't mean that it was a good thing.
Personally, the graphics in Genesis games I'm most impressed by are pretty much devoid of gee-whiz special effects.
TO this day many people do not understand that prerendered games are just that PRE rendered and the sytem had nothing to do with producing them. I had one kid use that game as argument in the never ending war of word battle bwtween Snes and Genesis. Using prerendering is no different then using real people in Mortal Kombat for example but most people are to dumb to realize this.
There's plenty of pre-rendering done on MD too....
Black Tiger... yes, that's all Axelay is. This effect has been done on the Genesis in Sonic 3D Blast's bonus rounds. People (as well as the magazines of the day) think it's "Mode 7" when on the SNES and completely ignore it as existing when it is on the Genesis or Turbo.
I haven't played Axelay since it came out and barely remember it... but Chris Covell's Axelay demo for SuperGrafx has two layers of h-synced bgs. If the real Axelay also has two layers going at once, then the SNES wouldn't have been able to do it if it really was a Mode 7 effect.